Hi Christian,
To profile the peformance bottleneck it would be best to press 's' a
couple more times to get the full frame rate stats so you can see
exactly which parts of rendering are the bottleneck - the frame rate
only tells that you frame rate is reducing it doesn't give any clues
to why.
Christian Buchner wrote:
The bottleneck here is definitely physics. Frame rates take a dip when
lots of coins are interacting. I am hoping for some public CUDA
support in the Bullet physics library in the near future.
My source inside Bullet development indicates that fully functional
public
To profile the peformance bottleneck it would be best to press 's' a
couple more times to get the full frame rate stats so you can see
exactly which parts of rendering are the bottleneck - the frame rate
only tells that you frame rate is reducing it doesn't give any clues
to why.
I am pretty
A little youtube video clip showing the progress on my coin pusher
arcade prototype with very simple graphics:
http://www.youtube.com/watch?v=ubpZUTuO1ecfmt=22
The bottleneck here is definitely physics. Frame rates take a dip when
lots of coins are interacting. I am hoping for some public CUDA
Hi,
I was going to start a hobby (i.e. noncommercial) project to simulate
an electromechanical coin arcade game. This would include rendering
potentially hundres of coins that physically interact (think
500...1000 coins). For the physics simulation I am going for the free
bullet physics package.
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christian Buchner
Sent: 22 May 2009 11:57
To: OpenSceneGraph Users
Subject: [osg-users] Advice sought for rendering coins in OSG. Lots of
coins.
Hi,
I was going to start a hobby (i.e. noncommercial) project
Out of interest are you simulating a penny push machine?
Yes. These sucked the life out of my wallet on my last trip to
Shanghai and Hangzhou. Playing with virtual currency would be cheaper.
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You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
BRDFs could be used to render a high fidelity coin on just a couple
triangles without the flat, wallpaper-like effect of a regular texture map.
The first edition orange book included a section on
You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
I believe this instancing capability might require Geforce 8 class hardware.
I was thinking along the lines of how the osgforest sample replicates
thousands of trees from
the same billboard drawable.
Hi,
I would use osgparticle.
You can induce rotations displacement.
HTH
Sylvain
Christian Buchner wrote:
You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
I believe this instancing capability might require Geforce 8 class hardware.
I was
Out of interest are you simulating a penny push machine?
Here is a first youtube video of my progress so far.
http://www.youtube.com/watch?v=74C61A-wzaA
This is based on the osgBullet sample code found on the OpenSceneGraph
Wiki on Support/Tutorials.
A few things to note:
- No shiny coins
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